Backends: DX12, Viewports: Tidying up, renaming.

This commit is contained in:
omar 2020-07-10 12:20:03 +02:00
parent cb1d578470
commit b626dd57d3
1 changed files with 37 additions and 35 deletions

View File

@ -50,7 +50,7 @@ static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
static UINT g_numFramesInFlight = 0;
// Buffers used during the rendering of a frame
struct FrameResources
struct ImGui_ImplDX12_RenderBuffers
{
ID3D12Resource* IndexBuffer;
ID3D12Resource* VertexBuffer;
@ -59,28 +59,31 @@ struct FrameResources
};
// Buffers used for secondary viewports created by the multi-viewports systems
struct FrameContext
struct ImGui_ImplDX12_FrameContext
{
ID3D12CommandAllocator* CommandAllocator;
ID3D12Resource* RenderTarget;
D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
ID3D12CommandAllocator* CommandAllocator;
ID3D12Resource* RenderTarget;
D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
};
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
// Main viewport created by application will only use the Resources field.
// Secondary viewports created by this back-end will use all the fields (including Window fields),
struct ImGuiViewportDataDx12
{
ID3D12CommandQueue* CommandQueue;
ID3D12GraphicsCommandList* CommandList;
ID3D12DescriptorHeap* RtvDescHeap;
IDXGISwapChain3* SwapChain;
// Window
ID3D12CommandQueue* CommandQueue;
ID3D12GraphicsCommandList* CommandList;
ID3D12DescriptorHeap* RtvDescHeap;
IDXGISwapChain3* SwapChain;
ID3D12Fence* Fence;
UINT64 FenceSignaledValue;
HANDLE FenceEvent;
ImGui_ImplDX12_FrameContext* FrameCtx;
ID3D12Fence* Fence;
UINT64 FenceSignaledValue;
HANDLE FenceEvent;
UINT FrameIndex;
FrameContext* FrameCtx;
FrameResources* Resources;
// Render buffers
UINT FrameIndex;
ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers;
ImGuiViewportDataDx12()
{
@ -88,13 +91,12 @@ struct ImGuiViewportDataDx12
CommandList = NULL;
RtvDescHeap = NULL;
SwapChain = NULL;
Fence = NULL;
FenceSignaledValue = 0;
FenceEvent = NULL;
FrameCtx = new ImGui_ImplDX12_FrameContext[g_numFramesInFlight];
FrameIndex = UINT_MAX;
FrameCtx = new FrameContext[g_numFramesInFlight];
Resources = new FrameResources[g_numFramesInFlight];
FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[g_numFramesInFlight];
for (UINT i = 0; i < g_numFramesInFlight; ++i)
{
@ -102,10 +104,10 @@ struct ImGuiViewportDataDx12
FrameCtx[i].RenderTarget = NULL;
// Create buffers with a default size (they will later be grown as needed)
Resources[i].IndexBuffer = NULL;
Resources[i].VertexBuffer = NULL;
Resources[i].VertexBufferSize = 5000;
Resources[i].IndexBufferSize = 10000;
FrameRenderBuffers[i].IndexBuffer = NULL;
FrameRenderBuffers[i].VertexBuffer = NULL;
FrameRenderBuffers[i].VertexBufferSize = 5000;
FrameRenderBuffers[i].IndexBufferSize = 10000;
}
}
~ImGuiViewportDataDx12()
@ -119,11 +121,11 @@ struct ImGuiViewportDataDx12
for (UINT i = 0; i < g_numFramesInFlight; ++i)
{
IM_ASSERT(FrameCtx[i].CommandAllocator == NULL && FrameCtx[i].RenderTarget == NULL);
IM_ASSERT(Resources[i].IndexBuffer == NULL && Resources[i].VertexBuffer == NULL);
IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == NULL && FrameRenderBuffers[i].VertexBuffer == NULL);
}
delete[] FrameCtx; FrameCtx = NULL;
delete[] Resources; Resources = NULL;
delete[] FrameRenderBuffers; FrameRenderBuffers = NULL;
}
};
@ -135,11 +137,11 @@ static void SafeRelease(T*& res)
res = NULL;
}
static void ImGui_ImplDX12_DestroyFrameResources(FrameResources* resources)
static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
{
SafeRelease(resources->IndexBuffer);
SafeRelease(resources->VertexBuffer);
resources->IndexBufferSize = resources->VertexBufferSize = 0;
SafeRelease(render_buffers->IndexBuffer);
SafeRelease(render_buffers->VertexBuffer);
render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
}
struct VERTEX_CONSTANT_BUFFER
@ -151,7 +153,7 @@ struct VERTEX_CONSTANT_BUFFER
static void ImGui_ImplDX12_InitPlatformInterface();
static void ImGui_ImplDX12_ShutdownPlatformInterface();
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, FrameResources* fr)
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
{
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
@ -216,7 +218,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
ImGuiViewportDataDx12* render_data = (ImGuiViewportDataDx12*)draw_data->OwnerViewport->RendererUserData;
render_data->FrameIndex++;
FrameResources* fr = &render_data->Resources[render_data->FrameIndex % g_numFramesInFlight];
ImGui_ImplDX12_RenderBuffers* fr = &render_data->FrameRenderBuffers[render_data->FrameIndex % g_numFramesInFlight];
// Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
@ -729,7 +731,7 @@ void ImGui_ImplDX12_Shutdown()
{
// We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[]
for (UINT i = 0; i < g_numFramesInFlight; i++)
ImGui_ImplDX12_DestroyFrameResources(&data->Resources[i]);
ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
IM_DELETE(data);
main_viewport->RendererUserData = NULL;
}
@ -859,7 +861,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
}
for (UINT i = 0; i < g_numFramesInFlight; i++)
ImGui_ImplDX12_DestroyFrameResources(&data->Resources[i]);
ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
}
static void ImGui_WaitForPendingOperations(ImGuiViewportDataDx12* data)
@ -895,7 +897,7 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
{
SafeRelease(data->FrameCtx[i].RenderTarget);
SafeRelease(data->FrameCtx[i].CommandAllocator);
ImGui_ImplDX12_DestroyFrameResources(&data->Resources[i]);
ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
}
IM_DELETE(data);
}
@ -928,7 +930,7 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
FrameContext* frame_context = &data->FrameCtx[data->FrameIndex % g_numFramesInFlight];
ImGui_ImplDX12_FrameContext* frame_context = &data->FrameCtx[data->FrameIndex % g_numFramesInFlight];
UINT back_buffer_idx = data->SwapChain->GetCurrentBackBufferIndex();
const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);